Pulse Bolt Torpedo Once per game, give Silver Centurion a power action to put a Torpedo special terrain marker on the map in an adjacent square. When the Torpedo is on this map, you may give Silver Centurion a free action, put an Acceleration Token on this card and then move the Torpedo equal to the number of Acceleration tokens on this card as if it were a character with and improve movement Ignores Characters. At the beginning or end of your turn, if the marker's square is occupied by an opposing character, you must remove the marker from the map and make a close combat attack roll against that character with an attack value of 11 and a damage value equal to the number of Acceleration tokens on this card, maximum 7. Heat, Acid, and Radiation-ShieldedSilver Centurion ignores damage dealt by Penetrating/Psychic Blast, Poison, and Pulse Wave. This Power can't be ignored.

Pepper to the... You know: When Rescue uses the carry ability, she may carry up to three single-base characters regardless of their combat symbols if each isn't on their starting click.Magnetic Force Blast: Rescue can use Incapacitate and Telekinesis.I'm not letting You turn me into a Weapon: Rescue can use Perplex but can't modify damage values.

No, I Can't Hurt You, My Friend: Opposing characters modify their attack values by -2 and damage values by -1 when attacking Freak if they are named Iron Man, Tony Stark, or have the same name as a character friendly to Freak.

Heat-Seeking Missiles Improve Target: Ignores Hindering TerrainThis Isn't a Rescue - It's An Ambush When Hammer Industries Drone carries a character with the Hammer Industries keyword and a lower point value, modify the defense value of both characters by +1 until your next turn.

My Twin: If there is exactly one other friendly Brothers Grimm on the map, modify this character's attack value by +1. If that character is adjacent, modify all of his character's combat values by +1 instead and you may give both Brothers Grimm a free action to be placed in each other's squares.

I Know All the Players Characters with the Armor, Hammer Industries, or Robot keyword may be targeted by Justin Hammer's Outwit or Perplex if they are within 10 squares, regardless of range or line of fire.It's All Above Board and Legal Justin Hammer can use Mastermind. He can use it to transfer damage to characters of 150 points or less if they are within 3 squares and have the Armor, Hammer Insdustries, or Robot keyword.

I Shot Captain America - You're Next: Once per turn, when Crossbones hits with a ranged combat attack, he can use Sidestep and modifies his attack and damage values by +1 this turn. After he uses Sidestep and actions resolve, he may make another ranged combat attack against a different opposing character.

Cartwheel: Puck can use Charge. When Puck moves in a direct path, after his movement ends, if an opposing character occupies the next adjacent square in that path, that character is knocked back 2 squares and Puck may then be placed adjacent to that character.

Alphans, Unite!: When your force includes 2 or more characters with the Alpha Flight keyword, modify their attack values by +1 if not already modified by this effect. When Guardian uses the Carry ability, he may carry two characters if at least one of them has the Alpha Flight keyword.

Twin Connection When Northstar is adjacent to a friendly character named Aurora, they modify their attack values by +1 and can both use Pulse Wave as if they had a range value of 8. This use of Pulse Wave does not affect friendly characters named Northstar or Aurora.

You got the Guts to deal with Me?: Improved Movement: Ignores and Destroys blocking TerrainMasters of Evil (145 points only): Bulldozer can use the Masters of Evil Team Ability.Head Down, Head First: At the end of your turn, choose a side of the square Bulldozer occupies. Lines of fire drawn to Bulldozer that pass through that side of the square are blocked until your next turn.

Argonauts: Tony Stark can use Mind Control and Stealth. When he uses Mind Control, he may only target a single character with the Armor or Robot keyword, but may target friendly characters.Extremis Takes Over: When this click is revealed due to taking damage from an opponent's attack, stop turning the dial.Extremis Healing Factor: Tony Stark can use Regeneration and Toughness. At the beginning of your turn, if Tony Stark hasn't taken damage since your last turn, heal him of 1 damage. This power can't be countered.

I Had to Rebuild You, Pepper: When Pepper Potts would be KO'd by an opponent's attack, you may give to an adjacent friendly character named Iron Man or Tony Stark an action token. If you do, replace this character with #002 Rescue or #202 Rescue on its orange starting line.Alter Ego: Rescue: Give Pepper Potts a power action that deals no pushing damage and replace this character with #002 Rescue or #202 Rescue on its orange starting line. This power can't be countered.Let Me Help You Clear Your Head Tony: Adjacent characters named Iron Man or Tony Stark can't be targeted by Mind Control or Penetrating/Psychic Blast by characters 150 points or less.

I'm Sorry My Enervator Caused This, Happy: When Happy Hogan is healed of 1 or more damage, if he's adjacent to a character named Tony Stark, you may replace him with iim003 Freak on its orange starting line.Alter Ego: Freak: Give Happy Hogan a power action that deals no pushing damage and replace this character with iim003 Freak on its orange starting line. This power can't be countered.Stark Chauffeur: Characters named Iron Man or Tony Stark modify their speed and range values by +1 when they are within 8 squares of Happy Hogan. When Happy Hogan is the pilot of a vehicle, modify the vehicle's defense value by +1.

Animal Form: Give Snowbird a free action and choose one: Blades/Claws/Fangs, Flurry, Stealth, or Willpower. Snowbid can use that power and Battle Fury until your next turn.Post-Cognitive Flash: Snowbird can use Probability Control but only during an opponent's turn.

Arrive in Your Reality Once per game, Sasquatch can use Hypersonice Speed.View From the Panoptichron Sasquatch can use Probability Control. When she uses it during your turn, she may target a character anywhere on the map.

Villainous Lineage When a friendly character named Crimson Cowl, Mandarin, or Justin Hammer is adjacent to Sasha Hammer, they each modify their attack values by +1 if not already modified by this effect.Steal a Dead Man's Armor When a character with a different name, the Armor or Robot Keyword, and 150 points or less would be KO'd, you may roll a d6. On a result of 5-6, return that character to the map in Sasha Hammer's square, on a click that's the same number of clicks from its starting line as her click number. That character is now a friendly character and Sasha Hammer is KO'd.

Murder of Crows: Give Scarecrow a power action if there are no friendly Murder of Crows tokens on the fmap and place a Murder of Crows token in an adjacent square. That token becomes a bystander token as described on the back of this card.

Murder of Crows
Team: No Affiliation
Range: 5
Points: 0

6

9

16

1

Taking the Shiny: When Murder of Crows hits with an attack, any relic assigned to the hit character is placed in his square.

Directed Mutations: Friendly characters can't be the target of opposing characters' Perplex.Evolutionizer: Centurius can use Perplex. When he does it, he can use it normally, or modify an attack value by +2.

Slave Discs When an opposing character takes damage from Controller's close combat attack, mark that character with a Slave Disc token. Controller modifies his combat values by +1 and possesses an additional for each opposing character on the map with a Slave Disc token. Iam...the Controller! Controller can use Mind Control and isn't dealt unavoidable damage from it. He can use it as a free action and when he does, may only target opposing characters marked with a Slave Disc token.

Ice Shard Storm: Blizzard can use Pulse Wave. When he does, hit opposing characters 75 points or less can't be moved or placed until your next turn and you may give an action token to one hit character of 150 points or less. Snow Flurries: Blizzard can use Barrier and Energy Shield/Deflection. When he uses Barrier, you may also place an hindering terrain marker in the square he occupies.

Masters of Evil (125 pts): Piledriver can use the Master of Evil team ability.Fist Slam: Piledriver can use Quake. When he does, if he's holding an object, his damage becomes 3 and is locked instead of 2 and then remove that object from the game.

Be Getting Out Of My Way, Yes?: Improved Targeting: Ignores CharactersSide Job: Each time Death's Head hits with an attack and actions resolve, you may deal 1 unavoidable damage to another friendly character within 3 squares. If you do, Death's Head may be given one action as a free action but can't attack any character he already attacked this turn.Faked My Own Death: Death's Head can use Invulnerability and Regeneration.Many Ways To Kill You, Yes?: At the beginning of your turn, you may choose either Close Combat Expert or Ranged Combat Expert. Death's Head can use the chosen power this turn.

Variable Treat Adaptation: At the beginning of the game, choose a standard power. When an opposing character attacking War Machine can use the chosen power, modify that character attack and damage values by -1 for that attack.

Retaliatory Strike Each time War Machine is targeted with an attack, put a Retaliation token on this card. Give War Machine a free action and remove 2 Retaliation tokens; he then may make a ranged combat attack against a single target. Alpha Strike Give War Machine a double power action. Give War Machine 2 different actions as free actions.

Ringe of the Mandarin While building your force, Mandarin may be assigned one or two different relics with Invincible Iron Man set symbol by paying their point costs. If he does, your force may not contain a resource or other objects, Each time Mandarin takes damage from an opponent's attack place a Ring token on his character card. Give Mandarin a power action, remove a Ring token from his character card, and you may assign a relic to him with Invincible Iron Man set symbol if that relic is not already on your force. Lethal Karate Blow When Mandarin makes a close combat attack and hits, if he rolls a 10 or higher, modify his damage value by +2.

Crimson Cloak: Crimson Cowl can use Plasticity and the Carry ability.Twenty-Five Masters of Evil: Crimson Cowl can use Leadership as if she had a point value of 150. When she does and succeeds, she may also remove an action token from an adjacent character that shares a keyword with her regardless of point cost.

Mystical Absorption: When Absorbing Man is adjacent to a character with a relic attached to them, give Absorbing Man a free action to copy the current effects of those relics until your next turnMaterial Absorption: Absorbing Man can use Toughness. Absorbing Man may use a standard defense power from adjacent character can use instead of toughness.

Shoots Through Anything Improve Target: Ignores and Destroys blockingMolten Armor If Melter targets a character with the Armor, Robot, or Vehicle keyword, modify his attack and damage values by +1 and, if he hits, he can use Outwit until your next turn, but when he does, may only target the hit character.(ATA) Hammer Industries Characters using this team ability can use Perplex, but only to target a character with the Armor, Hammer Industries, or Robot keyword. This use of Perplex may not modify damage values, and no character may be targeted by this ability more than twice per turn. This use is in addition to any other uses of Perplex. (5 points)

Lance Skewer: Dreadknight can use Blades/claws/Fangs. Give Dreadknight a close combat action and he may target any opposing character within his range and line of fire. When he does, he must roll a d6 for Blades/Claws/Fangs.Revert:Hawkeye: Give Dreadknight a free action and replace him with a character named Hawkeye of equal or less points that's 2 less clicks from its starting line. That character can't be given an action this turn.

Corporate Saboteur an Spy: When an opposing character takes damage Ghost's attack, mark it with an Infiltration token. Characters with Infiltration tokens have no keywords until Ghost takes damage from their attack.Invisible or Intangible, Not Both: At the beginning of your turn, choose one to last until your next turn: characters 3 or more squares away can't draw a line of fire to Ghost; or Ghost can use Phasing/Teleport.

Rewire you for Explosives: When a friendly character is KO'd by an opponent's attack, you may deal 1 penetrating damage to each opposing character adjacent to that character.You are an Imitator, not an Innovator If a opposing character within Range and Line of Fire can use Outwit or Perplex, Iron Monger 2.0 can use that power until your next turn. This power can't be countered.

Personal Cloaking Device: When it's not your turn, lines of fire can't be drawn to Iron Man if he occupies hindering terrain or is adjacent to blocking terrain.Summon Ancestral Spirit: Iron Man: When Iron Man would be KO'd, roll 2d6 that can't be rerolled. If the result of either die is 5 or 6, you may replace this character with a character from #051 to #056 or #201 in its starting line. If you do, deal that character unavoidable damage equal to six minus the result of the other die. Only one friendly character per game may be replaced through this ability.Secret Identity, For Now Iron Man can use Shape Change. When he does and the result is 1, he can't use shape change this game, but can use willpower instead.

(137 points) Masters of Evil Thunderball can use the Masters of Evil team ability. [b]Thunderball can use Quake and when he does, he also targets all opposing characters within range and line of fire. People Underestimate Me If no other character on your force can use Outwit, Thunderball can use Outwit.

"No Flight" Spell Once per game, give Shaman a free action and until he is KO'd, other characters with or have instead.Mdicine Bag of the Void Give Shaman a power action and place a standard light object in an adjacent square. This game, friendly characters can use Super Strength to pick up and hold this object. Glacial Wall Shaman can use Barrier and Energy Shield/Deflection. When he uses Barrier, the blocking terrain markers can't be targeted with an attack by characters marked with one or more action tokens.

Genocidal Rage: power action to make a close or ranged combat attack targeting a single friendly character with a point value of 15 or more. If King Hyperion KO’s that character with this attack, after actions resolve heal him of 1 damage, remove all action tokens from him, and modify his combat values by +1 until your next turn. King Hyperion may immediately be given an action as a free action that may be used to activate this power again.

Super Hearing and X-Ray Vision: Hyperion Can use Improved Targeting: Ignores Hindering, Ingores Characters, Ignores Elevated, Ignores and Destroys Blocking if he targets a character with an action token.

Unquestioned Mastermind Iron Doom can use Leadership, Mastermind, and Super Senses. Other characters with a lower point value can't use either Leadership or Mastermind.Lord of the World Iron Doom can use Outwit and Perplex. Give him a free action and roll a d6 that can't be rerolled. On an result of 4-6, when he uses Outwit, he may counter a power possessed by an opposing character anywhere on the map.

Light 'em up: Improved Targeting: Ignores Hindering TerrainReactor Full-Power: When Iron Man and War Machine have two action tokens at the beginning of your turn, you may give them one non-free action as a free action. If you do they don't clean this turn and this power can't be used your next turn.Cover Me! No, You Cover Me!: After Iron Man and War Machine resolve a move action, they may use the duo attack ability as a free action.

Out of Our Way: Improve Movement: Ignores Hindering, Ignores CharactersWreckage: Whenn Absorbing Man and Titania KO an opposing character, roll a d6. On a result of 3-4, place a standard light object in the square that character occupied. On a result of 5-6, place a standard heavy object instead.Strongest Couple There Is: Absorbing Man and Titania can use Plasticity and Super Strength. They may pick up and hold up to 2 standard objects at the same time. They may choose to use 0, 1, or 2 objects during each close combat attack they make.ATA: Wrecking Crew: A character using this team ability can use Movement: Hindering. When a character using this team ability uses Charge, modify its attack value by +1. (2 points)Rubble Makers: Give Absorbing Man and Titania a free action and they can place a standard object on the map into an adjacent square.Grapple and Absorb: Absorbing Man and Titania can use Blades/Claws/Fangs and Close Combat Expert. When they use the Duo Attack ability, they may use one of these powers during the first attack and the other during the second.

Chaos...: When an opposing character would be given an action token, you may instead assign that action token to a character adjacent and friendly to the first character if it has less than 2 action tokens. If an opposing character would be given 2 action tokens, you instead assign those action tokens to a character adjacent and friendly to the first if it does not have any action tokens...and Mayhem: If no friendly character has been attacked since your last turn, Sin and Crossbones may make a close or ranged combat attack as a free action during your turn.Assassination Team: If Sin and Crossbones have no action tokens and occupy hindering terrain, they can use Ranged Combat Expert and Improved Targeting Ignore Hindering Terrain. When they do, they deal penetrating damage and they can't use Stealth until your next turn.

Gradual Petrification When an adjacent opposing character would clear action tokens, that character only clears one action token instead of two. Stone Swipe Grey Gargoyle can use Incapacitate. When he uses Incapacitate, he may give up to two action tokens to a hit target. Stone Shatter Gary Gargoyle deals penetrating damage to characters with two action tokens.

Improve Targeting: Ignores Hindering Terrain, Ignores CharactersTitanic Strength Titanium Man can use Super Strength. When Titanium Man uses an object during an attack, modify his damage value by +1 and give a hit character an action token. Electrical Arc When Titanium Man draws a direct line of fire to an opposing character for a Ranged combat attack, the area of effect for that attack includes opposing characters occupying a square along that line of fire between him and the target character. Divide damage among al hit characters normally, then increase the damage dealt to each hit character by +1.

Ionic Energy Recharge: One per game, give Count Nefaria a free action. Until your next turn, Count Nefaria ignores all damage dealt to him by opposing characters' attacks unless it is a critical hitRapid Attack: Count Nefaria can use Charge and FlurryIonic Disruption: Count Nefaria can use Invulnerability. He reduces damage dealt to him by close combat attacks by 3 instead of 2 unless it is a critical hit.Potential Unleashed: Count Nefaria can use Willpower and his other powers can't be countered.

Corporate Takeover: Iron Monger is a wild card, but can only copy the team ability of an opposing character instead of a friendly one. When Iron Monger is copying a team ability, opposing characters can't use that team ability.Psychological Warfare: Iron Monger can use Perplex, but only to modify opposing characters defense value by -2.Use Your Greatest Weakness Against You: Iron Monger can use Exploit Weakness and Penetrating/Psychic Blast. When he uses either to target a character named Iron Man or Tony Stark, modify his damage value by +1.

(155 points)Masters of Evil: Wrecker can use the Masters of Evil team ability.I Got the Power First, Ya Know: Adjacent friendly characters with the Wrecking Crew keyword modify their attack values by +1 if not already modified by this effect.Wrecking Crew, At Your Service: At the beginning of your turn, you may destroy one wall or square of blocking terrain adjacent to any friendly character with the Wrecking Crew keyword. If you do, place a standard heavy object in the same square as a placed debris marker.Enchanted Crowbar: Wrecker can use Super Strength. When he's not holding an object and makes a close combat attack, modify his damage value by +1.

Fight the Future : Iron Pharaoh modifies his attack and damage values by +1 when attacking a character that shares a keyword with him.Golden Falcón, Soaring : When Iron Pharaoh is first placed on the map, place a Falcón special terrain marker in an adjacent square. Give Iron Pharaoh a free action to move this marker up to 3 squares. Iron Pharaoh can draw lines of fire and count Range (up to 3 squares) from the Falcón marker using Improved Targeting : Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores CharactersPharaoh's Slave : Iron Pharaoh can use Mind Control, but only to target characters of fewer points that himself. When he does, After action resolve, deal 1 unavoidable damage to the character he hit with his Mind Control.

Summon Ancestral Spirits: Iron Man: when iron viking would be KO'd, roll 2d6 that can't be rerolled. if the result on either 5 or 6, you may replace this character with iim #51 on its starting line. if you do, deal that character unavoidable damage equal to six minus the result of the other die. only one character per game may be replaced through this ability. Fight The Future : iron viking modifies his attack and damage values by +1 when attacking a character that shares a keyword. Long Axe : iron viking can use blades/claws/fangs and the giant reach ability. instead of rolling a d6 for blades /claws /fangs, he deals damage equal to half of his attack roll.

Summon Ancestral Spirit: Iron Man When Iron Paladin woulb be KO'd, roll 2d6 that can't be rerolled. If the result on either die is 5 or 6, you may replace this character with a character from Invincible Iron Man #51 or Invincible Iron Man #052 on its starting line. If you do, deal that character unavoidable damage equal to six minus the result of the other die. Only one friendly character per game may be replaced through this ability.Fight the Future Iron Paladin modifies his attack and damage values by +1 when attacking a character that shares a keyword with him.Sword of Faith Opposing characters can't use defense powers when they are the target of Iron Paladin's close combat attack. Spiked Shield Iron Paladin can use the Mystics team ability.

Summon Ancestral Spirits: Iron Man: When Iron Slayer would be KO'd, roll 2d6 that can't be rerolled. if the result on either 5 or 6, you may replace this character with iim #51 on its starting line. if you do, deal that character unavoidable damage equal to six minus the result of the other die. only one character per game may be replaced through this ability. Fight The Future : Iron Slayer modifies his attack and damage values by +1 when attacking a character that shares a keyword. Supernatural Hunter: Iron Slayer modifies his attack and damage values by +1 when attacking a character with the Animal or Mystical keyword or that can use BCF or Steal Energy.

Summon Ancestral Spirit: Iron Man When Iron Engine woulb be KO'd, roll 2d6 that can't be rerolled. If the result on either die is 5 or 6, you may replace this character with a character from Invincible Iron Man #51 through #054 on its starting line. If you do, deal that character unavoidable damage equal to six minus the result of the other die. Only one friendly character per game may be replaced through this ability.Fight the Future Iron Engine modifies his attack and damage values by +1 when attacking a character that shares a keyword with him.Grounded Lightning Rod Iron Engine ignores penetrating damage dealt by nonadjacent characters.Water Cannons When Iron Engine hits a character with a ranged combat attack, knock back each hit character a number of squares equal to half of Iron Engine's attack roll and place a special marker in each square these characters now occupy. This marker is water terrain and characters hit this way can't make a ranged combat attack during their next turn.

Scout Ahead Improve Movement: Ignores HinderingSummon Ancestral Spirit: Iron Man When Iron Soldier woulb be KO'd, roll 2d6 that can't be rerolled. If the result on either die is 5 or 6, you may replace this character with a character from Invincible Iron Man #51 through #055 on its starting line. If you do, deal that character unavoidable damage equal to six minus the result of the other die. Only one friendly character per game may be replaced through this ability.Fight the Future Iron Soldier modifies his attack and damage values by +1 when attacking a character that shares a keyword with him.Vickers Machine Gun When Iron Soldier hits with a ranged combat attack, after actions resolve, you may make another ranged combat attack against the same target as a free action.Chemical Warfare Iron Soldier can use Smoke Cloud. If an opposing character begins its turn occupying a square containing one of thes terrain markers, it must break away for movement purposes. If an opposing character end its turn occupying a square containing one of thse terrain markers, deal it 2 damage. Characters with the Armor or Robot keyword ignore these terrain markers.

S001 Impact Beam -Right Index
Relic: 4-6
Points: 8
This character can use Force Blast. A target is knocked back equal to twice the D6 roll for Force Blast. Knock Back damage dealt by this character is increased by 1 and is penetrating.

S002Vortex Beam -Right Middle
Relic: 4-6
Points: 8
This character can use Telekinesis and the Flight Ability.

S003 White Light -Left Thumb
Relic: 4-6
Points: 8
When this character hits a single opposing character with a ranged combat attack, until your next turn, modify the target's attack value by -2 and its damage value by -1.

S004 Flame Blast -Left Index
Relic: 4-6
Points: 8
This character can use Penetrating/Psychic Blast with a minimum range value of 4. If it only targets a single character, it can use Energy Explosion as well.

S005 Mento-Intensifier -Left Ring
Relic: 4-6
Points: 8
This character can use Mind Control. It can use it as a free action, but may only target a single character that took damage from this character's attack this turn.

S006 Ice Blast -Left Pinky
Relic: 4-6
Points: 8
This character can use Barrier and Incapacitate. When it uses Incapacitate and hits, it may use Barrier as a free action but may only place blocking terrain markers adjacent to the target.

S007 Matter Rearranger -Right Thumb
Relic: 4-6
Points: 8
When this character has no action tokens, give it a free action, and choose a square of blocking, hindering, water, or clear terrain within range and line of fire. You may replace that square with one of the other three types listed.

S008 Black Light -Right Pinky
Relic: 4-6
Points: 8
This character can use Smoke Cloud as a free action. Opposing characters that begin their turn in a square with one of these terrain markers placed by this ability modify their speed and range values by -2. This character and adjacent friendly characters can use Stealth if they occupy a square with a terrain marker placed by this ability.

S009 Electro Blast -Left Middle
Relic: 4-6
Points: 8
When making a ranged combat attack, this character modifies its damage and range values by +1 and has an additional .

Prize Support

S101 Disintegration Beam -Right Ring
Relic: 4-6
Points: 8
When this character hits an opposing character with a relic or resource assigned to it, or holding an object, and the attack role is 10 or more, remove that relic, resource or object from the game. When this character hits an opposing character that is 150 points or less, until your next turn, any time the hit character can use Impervious, Invincible or Invulnerability it uses Toughness instead.

Power Plant

Force Construction The Power Plant costs 10 points, plus 2 for each Ring slot that is activated. Up to 10 distinct Rings with the (Invincible Iron Man set) symbol may be attached to the Power Plant.

Assign The Power Plant is assigned to all characters on your force.

Ring Selection At the beginning of your turn, you may choose a Ring, remove it from the Power Plant and place it on a friendly character's card. That character can use that Ring's effects as if it were a relic. When that character clears, return any Rings on its character card onto the Power Plant.

Drain a Ring's Power Give a friendly character a free action and remove any one ring from th Power Plant. If you do, that character can either use Outwit or modify all of its combat values by +1, but only for this turn.

Victory POints Any time a character with a Ring on its character card from the Power Plant is KO'd, the player scoring victory points for that character scores an additional 2 points for each Ring on its card and the Rings are removed from the game. If the entire force is defeated, then the player who scores victory points for the last character on the force is also awarded 10 points for the Power Plant and 2 points for each Ring still attached to it.

Mode Chameleon Improve Movement: Ignores Characters; Improve Targeting: Ignores Hindering terrainStealth Suit Iron Man can use Stealth.Chaff Pouches Iron Man begins the game with 2 Chaff tokens on this card. When Iron Man would be hit with an attack, you may remove a Chaff token from this card to use Super Senses, once per attack.Radar-Shielded Iron Man can use Toughness. He increases his defense value by the number of action tokens on him.

Stark Bodyguard: Bethany Cabe can use Defend. When Bethany Cabe is adjacent to a character with the Stark Industries keyword or named Iron Man or Tony Stark, modify all of their defense values (including hers) by +1 if not already modified by this effect.

Absorbs Anything: When Absorbing Man is hit with an object or is given a power action when adjacent to a heavy or light object, place that object on his character card and remove any other objects that are on it. When Absorbing Man has a light object on his character card, modify his attack and damage values by +1. When Absorbing Man has a heavy object on his character card, modify his attack and damage values by +2.Uru Metal: When Absorbing Man is dealt damage or healed, roll a d6. Absorbing Man ignores the damage dealt or healed unless it is the same as the result of the d6. This power can't be countered or ignored.

Solar-Charged Steel Mesh At the beginning of your turn, if Iron Man has two action tokens on him, he may heal 1 damage as a free action.Summon Ancestral Spirit: Iron Man When Iron Man would be KO'd, roll 2d6 that can't be rerolled. If the result on either dies is 5 or 6, you may replace this character with a character from Invinicible Iron Man set #051 through Invinicible Iron Man set #056 on its starting line. If you do, deal that character unavoidable damage equal to six minus the result of the other die. Only one friendly character per game may be replaced through this ability. Helmet Heads-Up Display Iron Man can use Energy Shield/Deflection and Super Senses. When it is not your turn, he can use Probability Control.

Family Ties Give Aurora a free action when a friendly character named Northstar is within range and line of fire and modify Aurora's speed, attack, and damage values by +1 this turn. If Northstar was damaged by an attack since your last turn, modify her attack value by an additional +1. Still Faster Than You Aurora can use the Move and Attack ability.

Family Ties Give Northstar a free action when a friendly character named Aurora is within range and line of fire and modify Northstar's speed, attack, and damage values by +1 this turn. If Aurora was damaged by an attack since your last turn, modify his attack value by an additional +1. First Into the Fight Northstar can use Flurry and Sidestep.